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| Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power. | | Applies after the pre-cap modifiers. This is a '''soft limit''' on your effective attack power. |
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− | <u>Condition</u>: If your pre-cap attack power exceeds: | + | <u>Condition</u>: If your Attack Power Before Cap-Adjust exceeds: |
| * '''150''' for Day Battle, | | * '''150''' for Day Battle, |
| * '''300''' for Night Battle, ''or'' | | * '''300''' for Night Battle, ''or'' |
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| then the Attack Power Cap will kick-in, reducing attack power. The calculation is: | | then the Attack Power Cap will kick-in, reducing attack power. The calculation is: |
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− | <math>\text {Attack Power After Cap} = x + \sqrt {\text {Pre-Cap Attack Power} - x}</math>, Where x represents the attack power cap. | + | <math>\text {Attack Power After Cap} = x + \sqrt {\text {Pre-Cap Attack Power} - x}</math>, where x represents the attack power cap applicable to the attack. |
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− | Daytime Attack Cap (150) often makes it important to utilize [[Combat#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[Combat#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power. | + | Daytime Attack Cap (150) often makes it important to utilize [[#Artillery_Spotting|Artillery Spotting]] since they boost your attack power '''after the cap''', while [[#Night Combat|Night Combat]] can be very dangerous and/or rewarding due to having a very high cap (300) and the summation of torpedo and firepower being used to calculate the base attack power. |
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| ===<u>Critical Modifier</u>=== | | ===<u>Critical Modifier</u>=== |